Note that you have a maximum size limit for bases built away from colonies. I don't think there is a limit to the design size of bases built at a colony. You can read the design limits for ships and bases on the designs screen (the screen that lists all your current designs).

However the game will not warn you if you design a base over the size limit since bases are (I think) limitless if you build them at a colony.

It's easier with ships, since the design screen gives you a warning if you exceed the limit as you add more components.

Perhaps this is a flaw with the game, I don't know, but it's not an issue with the mod. It's just the way things are with the game.

Hope this clears things up. Just keep an eye on those maximum design sizes and try not to go over them. If you're not sure where to look for these let me know.

You say that the when the predefined list is exhausted that it reverts to a random selection, so the images would be random from the races folder? in this case the federation?

The image reverts to the race image located in the raceImages folder. So it can only be 1 image used for each race's random characters (the same as the race image).

quote:

I notice you didnt use the agentnames.txt, designs.txt and shipnames.txt, was there a reason for this?

I didn't use the agentnames.txt because it only creates character names for each race family (humanoid, insectoid ect). This doesn't really work for Trek since most races are humanoid. However I think there is only 1 rodent race, the Yridians, so I could have done it for them, but it seemed rather irrelevant to do so for a minor race.

I've encountered many bugs when using the designnames.txt file. I'll try it again sometime, but it's already been a source of much frustration. I'll wait for someone else to use it successfully before I try again.

The shipnames.txt file only names ships for the player's faction. So if I create a list of Federation names like Enterprise, Defiant, Lakota, then starting a game with Klingons, I'd get cruisers and cap ships with those names.

quote:

Sorry for all the questions, Im a bear with a brain that needs filling

Thank you again this is a great help, Ive added a leader, spy and an admiral for the Kiadians with your help.

How about the races? Has that limit been increased?

Also the flagshapes, has the limit for that been increased?

Im asking this because ive followed Haree78's Distant Worlds Extended mod for moons and the issue of limits was always being raised.

Ive looked into what you spoke of regards the designs.txt, only 14 sets of names allowed?? so we have 21 ship classes in the images folder (not counting the others folder), 22 races in the races folder and 14 sets of names in the designs text, who did the testing for the modding? do hope they fix this, maybe by allowing that in the designs.txt that the line number with the names matches the ship folder in the images folder?

So in a perfect world we would like the races, ship sets and designs.txt to have a limit of 50?

+1 for a set of images for each class of character and the ? to allow random settings for the characters, having been sitting here editing those files those would be my right at the top of the list for suggestions along with the problem I mentioned above.

Darkspire

I found these on uncle Google, then had to learn how to erase the background with my aging PSP9

Ive looked into what you spoke of regards the designs.txt, only 14 sets of names allowed?? so we have 21 ship classes in the images folder (not counting the others folder), 22 races in the races folder and 14 sets of names in the designs text, who did the beta for the modding do hope they fix this, maybe by allowing that in the designs.txt that the line number with the names matches the folder in the images folder?

Darkspire

Darkspire; Concerning the designs.txt file, Legends version 1.7.0.1 removed the 14 name set limit. DesignNamesIndex value in race files was changed for modding purposes (new maximum is 50, not 13) So you can mod the designs.txt file and increase up to 50 name sets. Just keep in mind the same internal file structure/format must be used. i.e.: 'Each line is a single "family" of design names used by a single empire - there should ALWAYS be a minimum of 14 families, each on a separate line 'If you modify the file, place your modified version in the 'Customization' folder - do NOT overwrite the original file in the game folder.

Note that you have a maximum size limit for bases built away from colonies. I don't think there is a limit to the design size of bases built at a colony. You can read the design limits for ships and bases on the designs screen (the screen that lists all your current designs).

However the game will not warn you if you design a base over the size limit since bases are (I think) limitless if you build them at a colony.

It's easier with ships, since the design screen gives you a warning if you exceed the limit as you add more components.

Perhaps this is a flaw with the game, I don't know, but it's not an issue with the mod. It's just the way things are with the game.

Hope this clears things up. Just keep an eye on those maximum design sizes and try not to go over them. If you're not sure where to look for these let me know.

I think maybe because I built now around 30 new planets the last 4 hours of gameplay :-) or beacause I deleted around 700 troops to replace them with clone troops and now I only have built around 200

As I said it was ehen I opended the FIRST PLANET (Homeworld) it was telling me something like , NULL is forbidden ... I am sure it was some STACK problem and as I deleted around 600 troops, it has now enough pointers left.

So it is for sure not your MOD but the bug is in the MAIN Program ... too many pointers somehow ...

... it isn't that problematic, you could continue even when the bug occurs. and somehow I found always a workaround still to give the needed planet orders.

to open the colony screen, I choose a planet and double click it in the left-below window ... now all of them are accessable APART the Homeplanet ... at least you could give orders to the homeplanet with the previous/next colony buttons !

I don't know about how powerful modding support that we have in Legend, but say, can we modded the tech? If no then I have nothing to say. But, if yes, then I think this mod could re-balance the tech a bit. What I means with re-balance is that the special tech that now become a choice-able tech for everyone. They are too powerful that make me to avoid the other techs

Thanx for the infos Igard. It is possible to make each race have their own real home system? I dont like it when I start with the Federation in the Cardassia system...I look forward to this special in Version 1.0.

I think this mod lack of one starship image. That is USS Stargazer of the Constelation Class; Picard's first ship. Because this is Picard Era, and Picard Era started from his leadership of USS Stargazer.